Humans

Cosmo Cat Girl

Cosmo Cat Girl is a fully rigged, low-poly Unreal Engine character with 52 Apple Blendshapes, modular outfits, 4K textures, and an Epic Skeleton-based rig teste

Cosmo Cat GirlHumans

Resource overview

Cosmo Cat Girl: Core Package Contents

Cosmo Cat Girl is a fully rigged, low-poly character model that ships as an Unreal Engine project. The package is based on a rig based on the UE4 Mannequin skeleton, 52 calibrated Apple Blendshapes, a fully modular clothing and body system, and 4K texture sets. The character does not use an LOD system, with the mesh weighing in at 56,542 faces, 108,893 triangles, and 63,852 vertices. It belongs to the Cosmo Collection, a line of character models that also includes Cosmo Fox Girl, Cosmo Bunny Girl, Cosmo Dragon Girl, and Cosmo Succubus Girl.

The supported Unreal Engine versions span from 4.19 through 4.27, covering both the late UE4 cycle and the UE5 era up to 5.6. While the included project targets Unreal Engine, the developer can provide additional source files such as Unity, FBX, and OBJ formats upon request with a valid Order ID. The only software the developer officially supports is Maya, Unreal Engine, and Unity, though customers have reported successful use in Blender.

Rig Construction and Animation Testing

The rig is built in Maya without plugins and does not contain controls. Its foundation is the Epic Skeleton, and the main bone hierarchy remains untouched to allow for straightforward retargeting. The base pose of the rig differs from the default Epic Skeleton pose, which means bone positions may need adjustment during the retargeting process to achieve the best results. Six categories of additional bones extend the Epic Skeleton: eye_l, eye_r, breast_l, breast_r, and tail_01 through tail_07. These extra bones allow physics to be applied to specific body parts such as the tail, chest, and eyes.

This rig has been tested against a wide range of animation systems to verify its retargeting stability. The tested animation sets include ALSv4, standard third-person animations, Female Interactions Animations, the Mocap Library, ARLS combined with the Horse Animset, the Succubus AnimSet, Valley of the Ancient, Close Combat: Swordsman, and the Lyra Starter Game. Third-person standard animations are also included directly in the Unreal Engine project.

Physics Setup and KawaiiPhysics

Physics simulations are not included with the character model. The developer advises using the KawaiiPhysics plugin to achieve the best visual results for secondary motion on the additional bones. This leaves the integration of cloth, hair, and tail dynamics in the hands of the implementer, who must configure the physics constraints within the Unreal Engine environment.

Apple Blendshapes and Facial Animation Pipelines

The model features 52 perfectly calibrated Apple Blendshapes intended for facial animation workflows. These morph targets have been tested with Live Link Face in Unreal Engine 5. The blendshape system is compatible with multiple facial capture and streaming pipelines, specifically supporting Live Stream facial animations, LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar setups, VRchat, and MMD. For Unreal Engine implementation, facial animation is driven through Morph Targets rather than bone-based deformation.

Modular Outfit System and Body Composition

Modularity is a central design principle of the model. Every outfit component can be added or removed individually. Because the body is sliced into separate pieces to prevent mesh intersection when clothing is worn, any body parts hidden beneath garments must be toggled off manually. This approach serves a dual purpose: it prevents geometry clipping and reduces the active polycount of the scene. A full-body mesh is included when clothing is completely removed, though adult anatomical parts are not modeled, lack morphs or a rig, and exist only as a plain, censored texture.

4K Texture Sets and Material ID Configuration

The character uses 4K textures across nine separated texture sets: Body, Head, Torso, Arms, Legs, Teeth, Hair, Eyes, and Lashes. Each set includes BaseColour, Normal, Roughness, Metallic, Ambient Occlusion, MatID, opacity, and emissive maps. These textures are packed together to improve optimization within the engine. Material ID maps are provided for the Skin, Eyes, Hair, and Outfit Parts. A Material ID map allows the color of a BaseMap to be changed independently by region, and the developer includes Material Instances to make these color adjustments straightforward without altering the base textures directly.

Separated Meshes and Master Pose Component

The Unreal Engine project includes separated meshes intended for use with the Master Pose and Leader Component workflows. This setup allows clothing and modular body parts to be driven by a single master skeletal animation, reducing the computational overhead of animating multiple full-body meshes simultaneously. Blueprints, however, are not included in the package, meaning the actual logic connecting these components must be assembled by the user.

Beyond standard material and mesh features, the Unreal Engine project also includes a wind simulation system specifically for the hair meshes. This adds an environmental reaction to the character's hair without requiring bespoke physics solver setups from the user.

Cross-Software Implementation Notes

While the Unreal Engine project contains the primary implementation, the model can be transferred to other 3D software. Because the rig and blendshapes were originally created in Maya, some software packages may not recognize these systems correctly upon import. The developer only provides support for Maya, Unreal Engine, and Unity, and does not offer technical assistance for Blender, Cinema4D, 3dsMax, or other environments. Customization and commission work are not available, and users switching engines do not need to repurchase the asset to access alternate file formats, provided they can supply the original Invoice ID for verification.

The Cosmo Cat Girl package is structured to drop into an Unreal Engine 4.19 or later project as a rigged, animation-ready asset equipped with morph-target facial animation, Material Instance color editing, and modular mesh components intended for Master Pose implementation.

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